Welcome to Nova Aetas Renaissance, a game set in an alternative version of the Italian Renaissance, where four heroes try to conquer glory and fame, while the war between Rome and Venice is blazing…
The Enemy Cards
One of the most important component of Nova Aetas Renaissance are the Enemy Cards: each enemy have, in fact, its own card that follows a specific scheme (below you can the examples of two creatures, the Bully and the Faun Witch):
A – The enemy name.
B – The card background color indicate the faction.
C – The enemy’s picture.
D – Characteristics, in order, Speed – Control Area – Physical Defense – Mental Defense – Health
E – Attack(s)
F – Skills
G – Class and color of the miniature’s base
H – Rewards, Pecunia – Alchimia – Elementum
I – Faction Icon and Faction color (that match the background color)
Compared with the first Nova Aetas game, the main change are the introduction of draft mini cards and the different rewards. The draft mini cards allow us to use the back of each enemy cards in order to add background or special skill, while the different rewards allow us to create a more funny and wonderful craft system (we will talk about it in a future section).
The Heroes’ Sheets
One of the innovations of Nova Aetas Renaissance compared to the original version is about the Heroes’ sheet. Each Hero sheet is generic, it is foldable and serves to keep the reference card of the chosen hero.
On the left side (A) we find the slots for the skills. What you see here is an alpha version, with tokens with a symbol and a color that distinguishes them. In the final version, there will be a brief description of the skills that each hero can use. Each hero can improve those skills and/or acquire new ones, that will affect their attack, defense, support, and movement. Each class will have its own specific scheme.
In the middle of the image, we find the image of the hero (B) and his name/class (C). On the right, instead, you can see the characteristics icons: agility, aim, strength, mind and health points (D). In the related slots, we find the initial value of the class and of the modifiers that can vary this value (E) marked with cubes. Some classes do not allow you to increase the value of a characteristic beyond a certain point, the black area indicates where the cube that indicates its bonus cannot be moved.